Elsevier

Computers & Graphics

Volume 52, November 2015, Pages 18-32
Computers & Graphics

Survey Paper
A survey on object deformation and decomposition in computer graphics

https://doi.org/10.1016/j.cag.2015.06.004Get rights and content

Highlights

  • We present a state of the art report on object deformation and decomposition.

  • We examine natural phenomena that lead to major object morphology changes.

  • The focus is on effects which influence the structure and geometry of the object.

  • The methods are categorised according to the phenomena that drive the deformation.

  • We pay particular attention to object representation and deformation techniques.

Abstract

In a realistic world, objects are expected to change in appearance over time when exposed to their environment. Morphology changes can be important indicators of an object׳s make up and the environment in which it exists. Simulating changes in an object׳s appearance over time has become increasingly popular over the recent years. In this survey we will describe a number of methods used in computer graphics to simulate object morphology changes due natural influences, such as cracks, fractures, patina, corrosion, erosion, burning, melting, decay, rotting and withering. We will focus on approaches that consider effects which influence the geometry of the entire object, instead of the surface appearance alone. The methods described are categorised according to the natural phenomena that drive the appearance changes. We pay particular attention to the different object representation and deformation techniques used in current approaches. The aim of this article is to provide a comprehensive overview of the state of the art in the area of object morphology changes driven by the environment.

Introduction

Real world objects are not immutable and free of blemishes, but tend to change in appearance over time when exposed to their environment. As such, simulating these phenomena can have a significant impact on the perceived realism of a computer generated scene. Artists can manually compose and manipulate different textures and models which illustrate the different stages of objects under alteration. However, this can be a very labour-intensive and time-consuming process. An artist may have to create textures and different models for every object under different environmental settings. An alternative approach is to automate the generation and modification of textures and models in order to achieve the desired effects. Currently researchers in the area have developed a number of different approaches to model a variety of natural influences on virtual objects.

While methods to simulate erosion have been present for some time [1], [2], other processes such as decay of organic objects are still emerging and evolving. [3] offer an overview of weathering and ageing phenomena in computer graphics, however, the methods described mainly focus on surface changes, such as texture generation, BRDF and colouration changes and do not consider rotting and withering of organic objects. There are several papers that focus on general deformable models in computer graphics [4], [5], but they do not consider the phenomena that cause the deformation.

Our aim is to give an overview of the state of the art in the area of object morphology changes due to the influence of the environment. In contrast to [3], [4], [5], the focus of this survey is the natural phenomena which lead to structural and morphological changes. We only consider the environmental processes that deteriorate objects over time. Phenomena that do not lead to the decline of an object, such as wetting, are not considered in this survey. Furthermore, we focus on methods that consider geometrical and structural changes, such as fracturing, deformations and holes and omit those that only affect the object׳s shading and surface (such as staining, dust, and tarnishing). Natural phenomena that satisfy these criteria include weathering and ageing effects, such as corrosion, rotting, erosion and other phenomena such as burning and melting.

The changes an object undergoes depend on the natural phenomena involved and as such we categorise the different methods according to the physical process behind the deformation. Aside from the methods used to simulate the phenomena themselves, we will look at the techniques used to model and deform the affected object. Objects, such as fruit and rocks, tend to consist of heterogeneous material or are made of different layers which affect their appearance and degeneration. We will discuss how representative a chosen model is of its real world counterpart and to what degree this affects the simulation results. The deformation techniques will be evaluated according to their level of effect on the object, i.e. whether they affect the surface geometry, the thin shell geometry or the whole volume. To the best of the authors׳ knowledge there is currently no other published survey that concentrates on the different natural phenomena that lead to major geometric deformations of an object.

Section snippets

Overview

The subsequent sections focus on simulations of the different natural phenomena that affect an object׳s appearance and geometry. We classify the different methods in terms of the phenomena that drive the deformation.

  • Cracks and Fractures (Section 3) appear on objects over time due to fatigue or impact with other objects.

  • Patina and Corrosion (Section 4). Patina is material film produced by oxidation and can be found on copper and bronze. Corrosion, such as rusting, is a chemical process that

Cracks and fractures

Cracks and fractures can indicate an object׳s composition, age and environment. In this section we will only consider three-dimensional cracks and fractures that affect the object׳s geometry. For an overview which also includes surface cracks see Muguercia et al. [6] for a publication on fracture modelling. A popular approach is to pre-compute a crack pattern and later apply it to the three-dimensional object, which avoids expensive stress computation at run-time [7], [8], [9], [10]. This is

Corrosion, rusting and patina

Patinas are films or incrustations on a metallic surface and are produced when material is removed or added to a surface, or through chemical reactions like oxidation. The occurrence of patinas is dependent on the material׳s characteristics and environmental factors. Taking this into consideration, Dorsey and Hanrahan [27] introduce a layer representation analogous to its real physical counterpart. Each layer is made of a homogeneous material with space varying thickness. The adding or removing

Erosion

Fractal-based methods, such as the Brownian motion, are popular when creating landscapes, as they allow for varying levels of detail at different scales [39], [40]. However, fractal-based methods do not consider the weathering and erosion processes that shape landscapes and stone formations. Water flows can shape landscapes in a significant way. They create river beds, canyons, river stream networks, valleys and so forth. Thermal erosion can smooth steep slopes and can lead to talus slope

Burning

Burning scenes involve simulating fire and smoke dynamics. However, in order to appear realistic, decomposition, crumpling and bending of burning objects need also be considered. The modelling techniques can be divided into volume models and surface meshes, which focus on volumetric object decomposition and thin-shell object deformation (respectively).

Melting and other phase transitions

Simulations concerned with phase transitions need to consider heat conduction in the scene and within the object, the changes in the object state from solid to liquid or vice versa, and the resulting object deformation and fluid dynamics. In this section we will consider methods that simulate the melting of ice, wax and other viscous flows as well as the mixing of granular material with water. The section is divided into the different modelling techniques used to represent the deformable object.

Decay, rotting and withering

Fruit and other organic objects tend to consist of a number of different layers which decay in a number of different ways. Fruit, for example, consists of a flesh and skin layer. As the flesh layer shrinks due to water loss, the skin layer wrinkles or rots away, revealing the underlying flesh. Leaves on the other hand consist of a lamina, which makes up the body and a vein system. As the water in the leaf dehydrates, the leaf crumples and discolours. Hong et al. [88] and Jeong et al. [89] focus

Conclusion

Our survey addresses the problem of simulating object morphology changes due to natural influences, such as erosion, corrosion, melting, burning, rotting and other processes. The changes an object undergoes depend on the natural phenomena involved, thus we categorised the different methods based on the natural phenomena that are behind the deformation, whilst at the same time paying particular attention to the modelling and deformation techniques used. Table 1 shows an overview of the methods

Acknowledgements

We would like to thank the reviewers for their constructive criticisms and suggestions that improved the article. The research presented in this article is funded by EPSRC, via the doctorate training Centre for Digital Entertainment in conjunction with Ninja Theory Ltd.

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